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Offline rob77dp

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Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1096609#msg1096609
« Reply #36 on: September 12, 2013, 06:22:09 am »
Here I list what my planned minor rule updates are. A rule update will only take place in the game if it gets enough votes from current players.

  • Setting your player's view range to 2 tile radius. This would mean that a player can see if another player in his viewing range has found a shard vein or not.
  Rob votes in favor of adopting.
  • Enable players to attack any other players in their view range. This would be a twin rule to the 2-tile view range rule.
  Rob votes in favor of adopting.
  • If a shard is harvested by a player, every other players get attacked by Shard Spirits. Shard Spirits use mono decks with the same mark as the found shard. The Shard Spirits will be controlled by the organizer. If a Shard Spirit beats a player, one of the player's shards is swapped to another element randomly. If a player beats a Shard Spirit, he can swap one of his shard's element to another at will, but only in the round when the ambush happened!
  Rob votes in favor of adopting.
  • Placing gold and diamond veins on the map, and shops in the corners and at other random tiles. This way by collecting gold/diamond(GDP), players have the opportunity to buy (maximum) 1 shard when they have enough GDP. The shards would have different prices, all being HELL-expensive!
  Rob votes against adopting - This seems a bit too much complication for not enough fun/enjoyment/depth in return.
  • Place Golem Guards randomly on the map. If you defeat them, you get GDP, if they defeat you, they take a fixed amount of GDP.
  Rob votes against adapting - Refer to previous item response.
  • RESERVED for later
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Offline Spielkind

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Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1096611#msg1096611
« Reply #37 on: September 12, 2013, 07:43:03 am »
im with rob. that gold shop thing sounds not good for that enviroment. against it.

for spirits, how about spirits attack only players in range of x? like 4 tiles around them, so its a bit like a hint for players seeing which mark they use. would like that.

ozher rules ok for me
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Offline Submachine

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Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1096618#msg1096618
« Reply #38 on: September 12, 2013, 10:23:59 am »
Here I list what my planned minor rule updates are. A rule update will only take place in the game if it gets enough votes from current players. Yellow means pending, green means accepted, red means discarded.

  • Enable players to have multiple shards of one element. With some limiting of course: players can only have 1 shard per vein. So this prohibits harvesting twice from the same shard vein, unless you lost that shard and you need it again.
  • You can search and harvest under a base just by standing next to it. And I also plan to always show the amount of shard veins that are blocked by player bases. However standing inside a base doesn't allow you to search and harvest a tile.
  • something about shard of freedom and recovering exhausted veins... will be tweaked later.
I added 2 planned rule to the list and I will do another if I will have more time. Accepted rules will be written in the OP.
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Offline rob77dp

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Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1096643#msg1096643
« Reply #39 on: September 12, 2013, 02:15:10 pm »
Here I list what my planned minor rule updates are. A rule update will only take place in the game if it gets enough votes from current players. Yellow means pending, green means accepted, red means discarded.

  • Enable players to have multiple shards of one element. With some limiting of course: players can only have 1 shard per vein. So this prohibits harvesting twice from the same shard vein, unless you lost that shard and you need it again.
  Perhaps a limit of 2 - the base maximum actions in a turn is 2.  A limit of 2 therefore allows the player the choice to stay put and harvest twice.  However, players watching the map closely will notice this (no moves sent = move toward base; common other turns involve one spaces moved) and realize a shard was likely found!
  • You can search and harvest under a base just by standing next to it. And I also plan to always show the amount of shard veins that are blocked by player bases. However standing inside a base doesn't allow you to search and harvest a tile.
  I am OK with this - but if a few area against with reason I would prefer not having.  (Sorry for such a wavering response/vote...)
  • something about shard of freedom and recovering exhausted veins... will be tweaked later.
  Against - if the map was done "right" enough shards/veins should exist to make the event complete-able.  Otherwise, if not enough shards exist to have a winner then the event is not likely fixable by something like this.  <Reserve privilege to change this vote based on future tweaks by Submachine>
I added 2 planned rule to the list and I will do another if I will have more time. Accepted rules will be written in the OP.
« Last Edit: September 12, 2013, 03:07:04 pm by rob77dp »
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Offline Zso_Zso

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Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1096832#msg1096832
« Reply #40 on: September 13, 2013, 12:43:03 pm »
Here I list what my planned minor rule updates are. A rule update will only take place in the game if it gets enough votes from current players.

  • Setting your player's view range to 2 tile radius. This would mean that a player can see if another player in his viewing range has found a shard vein or not.
  Rob votes in favor of adopting.
  • Enable players to attack any other players in their view range. This would be a twin rule to the 2-tile view range rule.
  Rob votes in favor of adopting.
  • If a shard is harvested by a player, every other players get attacked by Shard Spirits. Shard Spirits use mono decks with the same mark as the found shard. The Shard Spirits will be controlled by the organizer. If a Shard Spirit beats a player, one of the player's shards is swapped to another element randomly. If a player beats a Shard Spirit, he can swap one of his shard's element to another at will, but only in the round when the ambush happened!
  Rob votes in favor of adopting.
  • Placing gold and diamond veins on the map, and shops in the corners and at other random tiles. This way by collecting gold/diamond(GDP), players have the opportunity to buy (maximum) 1 shard when they have enough GDP. The shards would have different prices, all being HELL-expensive!
  Rob votes against adopting - This seems a bit too much complication for not enough fun/enjoyment/depth in return.
  • Place Golem Guards randomly on the map. If you defeat them, you get GDP, if they defeat you, they take a fixed amount of GDP.
  Rob votes against adapting - Refer to previous item response.
  • RESERVED for later

I agree with Rob's votes above.
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Offline Submachine

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Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1097041#msg1097041
« Reply #41 on: September 14, 2013, 02:25:01 pm »
With the new rule that you can find in the latest post of the Rounds thread, i will list here the status of players:

Active PlayersShard Spirits
P1 Zso_Zsoenabled
P2 Spielkinddisabled
P3 rob77dpdisabled
P4 treebeard xiiidisabled
P5 rem4lifedisabled
P7 Odii Odsendisabled
P8 ji412jodisabled
P9 BeefSupremedisabled
PA Calindudisabled
« Last Edit: September 17, 2013, 06:39:38 pm by Submachine »
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Offline Submachine

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Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1097047#msg1097047
« Reply #42 on: September 14, 2013, 02:39:46 pm »
    • Enable players to have multiple shards of one element. With some limiting of course: players can only have 1 shard per vein. So this prohibits harvesting twice from the same shard vein, unless you lost that shard and you need it again.
    • You can search and harvest under a base just by standing next to it. And I also plan to always show the amount of shard veins that are blocked by player bases. However standing inside a base doesn't allow you to search and harvest a tile.
    • If a player was inactive in the latest days and was forced to move back towards their base, when they come back they are enabled to do 3 actions for their next active day.
    Original Planned Rule List was updated with one more rule. Also, there is now a total of 3 rules pending.
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    Offline Spielkind

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    Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1097048#msg1097048
    « Reply #43 on: September 14, 2013, 02:46:09 pm »
    that last rule makes time to strategy, cause so you can speed up to come back to your base or to the middle, when you will run to it. would not give inactive players more options, inactive is bad, so it has to be bad.
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    Offline Submachine

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    Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1097050#msg1097050
    « Reply #44 on: September 14, 2013, 02:50:26 pm »
    that last rule makes time to strategy, cause so you can speed up to come back to your base or to the middle, when you will run to it. would not give inactive players more options, inactive is bad, so it has to be bad.
    The disadvantages of being inactive are still bigger. The rule would only come alive if a player was inactive for at least 2 days = 4 actions. They will both lose minimum 1 action and be forced to move backwards.
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    Offline Submachine

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    Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1097649#msg1097649
    « Reply #45 on: September 17, 2013, 06:28:00 pm »
    Here I list what my planned minor rule updates are. A rule update will only take place in the game if it gets enough votes from current players. Yellow means pending, green means accepted, red means discarded.

    • Enable players to have multiple shards of one element. With some limiting of course: players can only have 1 shard per vein. So this prohibits harvesting twice from the same shard vein, unless you lost that shard and you need it again.
    • You can search and harvest under a base just by standing next to it. And I also plan to always show the amount of shard veins that are blocked by player bases. However standing inside a base doesn't allow you to search and harvest a tile.
    • If a player was inactive in the latest days and was forced to move back towards their base, when they come back they are enabled to do 3 actions for their next active day.
    • Enable all players 4 actions per day. Note that this would make predicting other players' move more difficult, but this would be a good thing if the number of active players drop to 1-3.
    • If your only action type in a day was moving, you can move 1 more time.
    • RESERVED for later

    2 more rules are added to the planlist. Please vote in favor or against them.
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    Offline rob77dp

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    Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1097653#msg1097653
    « Reply #46 on: September 17, 2013, 06:44:01 pm »
    Here I list what my planned minor rule updates are. A rule update will only take place in the game if it gets enough votes from current players. Yellow means pending, green means accepted, red means discarded.

    • Enable players to have multiple shards of one element. With some limiting of course: players can only have 1 shard per vein. So this prohibits harvesting twice from the same shard vein, unless you lost that shard and you need it again.
      Previously voted yes  on this one.  No change in stance.
    • You can search and harvest under a base just by standing next to it. And I also plan to always show the amount of shard veins that are blocked by player bases. However standing inside a base doesn't allow you to search and harvest a tile.
      Previously voted mugwamp  on this one.  No change in stance.
    • If a player was inactive in the latest days and was forced to move back towards their base, when they come back they are enabled to do 3 actions for their next active day.
      I vote in favor of this.  As stated, 2 days is 4 actions and missing one day and having next at 3 actions is 2 days with 3 actions (so still a penatly @Spiel).
    • Enable all players 4 actions per day. Note that this would make predicting other players' move more difficult, but this would be a good thing if the number of active players drop to 1-3.
      Objection your honor!  Unless I read a convincing argument otherwise...
    • If your only action type in a day was moving, you can move 1 more time.
      On the fence again here - I'm OK with this if all other votes submitted are non-objections.
    • RESERVED for later

    2 more rules are added to the planlist. Please vote in favor or against them.

    Votes above, within quoted material as larger colored text.
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    Offline treebeard xiii

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    • treebeard xiii is a Blue Crawler starting to think about his first run.treebeard xiii is a Blue Crawler starting to think about his first run.treebeard xiii is a Blue Crawler starting to think about his first run.
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    Re: Legend of the Grand Shard Golem - RULES https://elementscommunity.org/forum/index.php?topic=50732.msg1097654#msg1097654
    « Reply #47 on: September 17, 2013, 06:46:32 pm »
    Here I list what my planned minor rule updates are. A rule update will only take place in the game if it gets enough votes from current players. Yellow means pending, green means accepted, red means discarded.

    • Enable players to have multiple shards of one element. With some limiting of course: players can only have 1 shard per vein. So this prohibits harvesting twice from the same shard vein, unless you lost that shard and you need it again.
    • You can search and harvest under a base just by standing next to it. And I also plan to always show the amount of shard veins that are blocked by player bases. However standing inside a base doesn't allow you to search and harvest a tile.
    • If a player was inactive in the latest days and was forced to move back towards their base, when they come back they are enabled to do 3 actions for their next active day.
    • Enable all players 4 actions per day. Note that this would make predicting other players' move more difficult, but this would be a good thing if the number of active players drop to 1-3.disagree 4 is too many 3 sounds right
    • If your only action type in a day was moving, you can move 1 more time.
    • this would make thee end rush to the centre to easy especially if you have a spare aether shard and bae at the centre columns

    2 more rules are added to the planlist. Please vote in favor or against them.
    love makin my decks unusual if able. Chaos and luck are widely regarded as different i beg to differ just refer to :entropy but for those in the know also refer to :time and :death.

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